2018 AGE GRADE VARIATIONS FOR COMMUNITY...

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Transcript of 2018 AGE GRADE VARIATIONS FOR COMMUNITY...

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2018 AGE GRADE VARIATIONS FOR COMMUNITY RUGBY

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TABLE OF CONTENTS

Pages

Under 7 Flag…………………………………………………………………………………………..... 3 – 5

Under 9 Flag…………………………………………………………………………………………….. 6 – 8

Under 11 Flag Variations………………………………………………………………………….. 9 – 11

Under 11 Transition to Contact………………………………………………………………… 12 – 14

Under 13………………………………………………………………………………………………..... 15 – 17

Under 13 Alternative Rules for Limited Numbers……………………………………… 18 – 20

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UNDER 7 – FLAG Playing Numbers

- 4 per team recommended. - 6 per team maximum. - Games must be played with an even number of players (i.e. 4v4, 5v5, 6v6). - Balance players and ability where possible.

Playing time - Single game maximum playing time per half - 10 minutes. - Festival maximum playing time per half – 7 minutes. - Maximum playing time for payers per day/ event – 60 minutes.

Pitch size (see field maps on pg. 5) - 20m X 15m (4v4). - 35m X 25m (6v6).

o Excluding in-goal. Ball Size

- Size 3 Kickoff and Restarts After Scores

- Tap and pass at the start and after half-time. - Restarts after scores – tap and pass. - The defending team must be 5m from the mark. - Neither team may move before the ball leaves the first players hands – the first receiver

must pass the ball immediately. o The ‘first player’ in this instance refers to the undertaking of the tap and pass. No

player from either team may move before the ball is passed. o Once the ball has left the first players hands, players from either side can start to

move. o The ‘first receiver’ in this instance refers to the player receiving the ball from the

‘first player’. o The first receiver can more as soon as the ball is passed from the tap and pass –

as can any player in attack or defence. Therefore, the first receive can receive the pass when moving – however he/she must pass immediately to a teammate.

o This variation promotes the first receiver to GO FORWARD, and also pass the ball quickly to support the runner.

Scoring - Try – 1 point.

Tackle - Pulling of the flag. - The ‘flagged’ (tackled) player may take three steps before a pass is made. - The ‘flagged’ (tackled) player has three seconds to make a pass. - A flagged ball carrier can score if they are within one step of completing the action.

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- If a team does not score within 6 flags, possession shall be turned over to the other team at the point of the 6th flag.

Offside line - Where the ball carrier stops after the flag is pulled, not where the flag was pulled.

(maximum 3 steps). Scrums

- None. Tap and Pass should be used for all forward passes and knock-ons, Defence must be 3m away.

Lineouts - None. Tap and pass 1 meter from the touch line, defence must be 3m away.

Penalties - Tap and pass should be used for all infringements.

o For list of infringements refer to the Flag Rugby U7 Laws of the Game Document Law 9 Foul Play.

Fend-off - None.

Kicking for posts - None.

Kicking in Open Play - None.

Rucks - None.

Mauls - None.

Subs - Rolling Subs.

Referee - By coach.

Coaches on Field (Not Including Referee) - Yes.

Yellow Card - Time Out – 2 Minutes. - Player sits out for a short period to get coaches feedback on foul play (Learning

opportunity). Red Card

- No.

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Field of Play Please allow at least 5 meters in between each field. No spectators are allowed inside this 5-meter safety zone. Only coaches, substitute participants and medical staff are allowed in the safety zones during play.

4v4

6v6

U7 Field Size (4V4) 20m X 15m

U7 Field Size (6V6) 25m wide X 35m

long

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UNDER 9 – FLAG Playing Numbers

- 6 per team recommended. - 8 per team maximum. - Games must be played with an even number of players (i.e. 6v6, 7v7, 8v8). - Balance players and ability where possible.

Playing time - 15 minutes - Single game maximum playing time per half. - 7 minutes - Festival maximum playing time per half. - 60 minutes - Maximum playing time for payers per day/ event.

Pitch size (see field maps on pg. 8) - 35m X 25m (6v6). - 45m X 30m (8v8).

o Excluding In-Goal. Ball Size

- Size 3. Kickoff and Restarts After Scores

- Tap and pass at the start and after half-time. - Restarts after scores – tap and pass. - The defending team must be 5m from the mark. - Neither team may move before the ball leaves the first players hands – the first receiver

must pass the ball immediately. o The ‘first player’ in this instance refers to the undertaking of the tap and pass. No

player from either team may move before the ball is passed. o Once the ball has left the first players hands, players from either side can start to

move. o The ‘first receiver’ in this instance refers to the player receiving the ball from the

‘first player’. o The first receiver can more as soon as the ball is passed from the tap and pass –

as can any player in attack or defence. Therefore, the first receive can receive the pass when moving – however he/she must pass immediately to a teammate.

o This variation promotes the first receiver to GO FORWARD, and also pass the ball quickly to support the runner.

Scoring - Try – 1 point.

Tackle - Pulling of the flag. - The ‘flagged’ (tackled) player may take three steps before a pass is made. - The ‘flagged’ (tackled) player has three seconds to make a pass. - A flagged ball carrier can score if they are within one step of completing the action.

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- If a team does not score within 6 flags, possession shall be turned over to the other team at the point of the 6th flag.

Offside line - Where the ball carrier stops after the flag is pulled, not where the flag was pulled.

(maximum 3 steps). Scrums

- None. Tap and Pass should be used for all forward passes and knock-ons, defence must be 3m away.

Lineouts - None. Tap and pass 1m from the touch line, defence must be 3m away.

Penalties - Tap and pass should be used for all infringements.

o For list of infringements please refer to the Flag Rugby U9 Laws of the Game document Law 9 Foul Play.

Fend-off - None. Sanction: tap and pass to non-offending team.

Kicking for Points - None.

Kicking in Open Play - None.

Rucks - None.

Mauls - None.

Subs - Rolling Subs.

Referee - By coach

Coaches on Field (Not Including Referee) - No.

Yellow Card - Time Out – 2 Minutes. - Player sits out for a short period to get coaches feedback on foul play (Learning

opportunity). Red Card

- No.

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Field of Play - Please allow at least 5 meters in between each field. No spectators are allowed inside

this 5-meter safety zone. Only coaches, substitute participants and medical staff are allowed in the safety zones during play.

6v6

8v8

U9 Field Size (6V6) 25m wide X 35m

long

U9 Field Size (8V8) 30m wide X 45m

long

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UNDER 11 – FLAG Playing Numbers

- Team – 8 (maximum) - Forwards – 3 - Backs – 5 - Games must be played with an even number of players (i.e. 8v8, 7v7). - Balance players and ability where possible.

Playing time - 20 minutes - Single game maximum playing time per half. - 10 minutes - Festival maximum playing time per half. - 80 minutes - Maximum playing time for payers per day/ event.

Pitch size (see field map on pg. 11) - 45m X 30m (8v8).

o Excluding In-Goal. Ball Size

- Size 3 or 4. Kickoff and Restarts After Scores

- Punt or Drop Kick. - Must travel 7m (referee to judge)

Scoring - Try – 5 points.

Tackle - Pulling of the flag. - The ‘flagged’ (tackled) player may take three steps before a pass is made. - The ‘flagged’ (tackled) player has three seconds to make a pass. - A flagged ball carrier can score if they are within one step of completing the action. - If a team does not score within 6 flags, possession shall be turned over to the other

team at the point of the 6th flag. Offside line

- Where the ball carrier stops after the flag is pulled, not where the flag was pulled (Maximum 3 steps).

Scrums - Yes, 3v3 uncontested. - No push and opposing 9 does not challenge. - Defence must be 3m away.

Lineouts - 1 thrower and 2 receivers and a dummy half from each team (nearest four players). - Uncontested. - Defence must be 5m away.

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Penalties - Tap and pass should be used for all infringements. - The player that is restarting the play taps the ball to their foot then passes to a player

adjacent to themselves. - Neither team may move before the ball leaves the first players hands – the first receiver

must pass the ball immediately. o The ‘first player’ in this instance refers to the undertaking of the tap and pass. No

player from either team may move before the ball is passed. The referee will shout “HOLD”.

o Once the ball has left the first players hands, players from either side can start to move. The referee will shout “PLAY”.

o The ‘first receiver’ in this instance refers to the player receiving the ball from the ‘first player’.

o The first receiver can move as soon as the ball is passed from the tap and pass – as can any player in attack or defence. Therefore, the first receive can receive the pass when moving – however he/she must pass immediately to a teammate.

o This variation promotes the first receiver to GO FORWARD, and also pass the ball quickly to support the runner.

- For list of infringements please refer to the Flag Rugby U11 Laws of the Game document Law 9 Foul Play.

Fend-off

- None. Sanction: tap and pass to non-offending team. Kicking for Points

- None. Kicking in Open Play

- None. Rucks

- None. Mauls

- None. Subs

- Rolling Subs. Referee

- By coach. Coaches on Field (Not Including Referee)

- No. Yellow Card

- Time Out – 2 Minutes.

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- Player sits out for a short period to get coaches feedback on foul play (Learning opportunity).

Red Card - No.

Field of Play - Please allow at least 5 meters in between each field. No spectators are allowed inside

this 5-meter safety zone. Only coaches, substitute participants and medical staff are allowed in the safety zones during play.

8v8

U11 Field Size (8V8) 30m wide X 45m

long

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UNDER 11 – TRANSITITON TO CONTACT Playing Numbers

- Team – 8 (maximum) - Forwards – 3 - Backs – 5 - Games must be played with an even number of players (i.e. 8v8 not 8v7). - Balance players and ability where possible.

Playing time - 20 minutes - Single game maximum playing time per half. - 10 minutes - Festival maximum playing time per half. - 80 minutes - Maximum playing time for payers per day/ event.

Pitch size (see field map on pg. 14) - 45m X 30m (8v8).

o Excluding In-Goal. Ball Size

- Size 3 or 4. Kickoff and Restarts After Scores

- Punt or Drop Kick. - Must travel 7m.

Scoring - Try – 5 points.

Tackle - Yes. Below shoulders. - Ball Carrier to place and roll away. Tackler to roll away. - If a team does not score within 6 flags, possession shall be turned over to the other

team at the point of the 6th flag. - A tackle occurs when the ball carrier is:

o held by one opponent and is brought to ground; or o held by more than one opponent and is stationary; or o has been held by multiple opponents for 3 seconds; or o being driven backwards by one or multiple opponents.

§ Once the tackle is called the player may offload. Referee to shout “Play the ball”

Offside line - The defensive offside line at a ruck is to be 3 meters behind the back of the ruck

Scrums - Yes, 3v3 uncontested. - No push and opposing 9 does not challenge. - Defence must be 3m away.

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Lineouts - 1 thrower and 2 receivers and a scrumhalf from each team (nearest four players). - Uncontested. - Defence must be 5m away.

Penalties - Tap and pass. - The player that is restarting the play taps the ball to their foot then passes to a player

adjacent to themselves. - Neither team may move before the ball leaves the first players hands – the first receiver

must pass the ball immediately. o The ‘first player’ in this instance refers to the undertaking of the tap and pass. No

player from either team may move before the ball is passed. The referee will shout “HOLD”.

o Once the ball has left the first players hands, players from either side can start to move. The referee will shout “PLAY”.

o The ‘first receiver’ in this instance refers to the player receiving the ball from the ‘first player’.

o The first receiver can move as soon as the ball is passed from the tap and pass – as can any player in attack or defence. Therefore, the first receive can receive the pass when moving – however he/she must pass immediately to a teammate.

o This variation promotes the first receiver to GO FORWARD, and also pass the ball quickly to support the runner.

Kicking - Kicking is permitted inside defending 5m zone.

o For list of infringements please refer to the U11 Transition to Contact Laws of the Game Document.

Fend-off - None. Sanction: penalty to non-offending team.

Kicking for Points - None.

Kicking in Open Play - Yes, Inside defending 5m zone.

Rucks - 1 Player from each team to bind in contact over the ball (no push). - Defence must retire 3m from a ruck. - If the attacking team does not present a player within 3 seconds the defending team

may poach the ball and play continues (at referees discretion). - The ball becomes live when the acting 9 picks up the ball and passes or two seconds

have passed.

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o That player may only pass. Mauls

- None. - See tackle rules on page 12.

Subs - Rolling Subs.

Referee - By coach.

Coaches on Field (Not Including Referee) - No.

Yellow Card - Time Out – 2 Minutes. - Player sits out for a short period to get coaches feedback on foul play (Learning

opportunity). Red Card

- No. Field of Play

- Please allow at least 5 meters in between each field. No spectators are allowed inside this 5-meter safety zone. Only coaches, substitute participants and medical staff are allowed in the safety zones during play.

8v8

U11 Field Size (8V8) 30m wide X 45m

long

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UNDER 13 Playing Numbers

- Team – 13 (maximum) - Forwards – 6 - Backs – 7 - Games must be played with an even number of players (i.e. 13v13 not 12v13). - Balance players and ability where possible.

Playing time - 25 minutes - Single game maximum playing time per half. - 15 minutes - Festival maximum playing time per half. - 80 minutes - Maximum playing time for payers per day/ event.

Pitch size - 90 X 60 (13 v 13).

o Excluding In-Goal. - Game to be played within the 5m lines.

Ball Size - Size 4 recommended or 5 acceptable.

Kickoff and Restarts - Punt or Drop Kick. - Must travel 10m

Scoring - Try – 5 points.

Tackle - Yes. Below shoulders.

Offside line - The hindmost foot of the ruck.

Scrums - Yes, 6v6 uncontested. (3:2:1) - Hookers contest but no push. - Opposing 9 does not challenge. Opposing 9 to follow the ball, must not enter the

“pocket” (the space between the would-be flankers feet and the number 8). Opposing 9 to stand mid-way through the 2nd row. Once the ball has been passed out of scrum opposing 9 can play on.

- No 8 or 9 Pick. Lineouts

- 6v6 maximum, no lift. - Referee to mark 5m. - Contested. - No quick throw-in.

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Penalties

- Tap and pass. - Kicking is permitted inside defending 22m zone.

o For list of infringements please refer to the U13 Laws of the Game Document. Fend-off

- None. Sanction: penalty to non-offending team. Kicking for Posts

- Yes, in front of posts. Kicking in Open Play

- Yes, inside the defensive 22m zone. Rucks

- As per laws of the game. - Reference World Rugby Law 15.

Mauls - Yes, use or lose application.

o Safety is paramount and is to be stopped at the referees discretion. Subs

- Rolling Subs. Referee

- By referee if possible. - Coach is acceptable.

Coaches on Field (Not Including Referee) - No.

Yellow Card - Time Out – 2 Minutes. - Player sits out for a short period to get coaches feedback on foul play (Learning

opportunity). Red Card

- Yes. - Player is removed from the remainder of the game but must be replaced to keep equal

numbers. - The player that received the red card is removed from the tournament.

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Field of Play - Please allow at least 5 meters in between each field. No spectators are allowed inside

this 5-meter safety zone. Only coaches, substitute participants and medical staff are allowed in the safety zones during play.

U13 Field Size (13V13) 60m wide X

90m long

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UNDER 13 – ALTERNITIVE RULES FOR LIMITED NUMBERS Playing Numbers

- Team – 7 (maximum) - Forwards – 3 - Backs – 4 - Games must be played with an even number of players (i.e. 7v7 not 6v7). - Balance players and ability where possible.

Playing time - 20 minutes - Single game maximum playing time per half. - 10 minutes - Festival maximum playing time per half. - 80 minutes - Maximum playing time for payers per day/ event.

Pitch size - 60 X 40 (7v7).

o Excluding In-Goal. Ball Size

- Size 4 recommended or 5 acceptable. Kickoff and Restarts

- Punt or Drop Kick. Scoring

- Try – 5 points. Tackle

- Yes. Below shoulders. Offside line

- The hindmost foot of the ruck. Scrums

- 3v3 contested. - 1.5m push - Opposing 9 does not challenge.

Lineouts - Yes, no lift. - Contested. - Referee to mark 5m.

Penalties - Tap and Pass. - Kicking is permitted inside defensive half.

o For list of infringements please refer to the U13 Alternative Rules for Limited Numbers Laws of the Game Document.

Fend-off - None. Sanction: penalty to non-offending team.

Kicking for Posts - No.

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Kicking in Open Play - Yes, inside the defensive half.

Rucks - 2v2 maximum, plus ball carrier and tackler. - No pick and go from support player, must pass. - The ball must emerge from rucks within 5 seconds.

Mauls - Yes, use or lose application.

o Safety is paramount and is to be stopped at the referees discretion. Subs

- Rolling Subs. Referee

- By referee if possible. Coaches on Field (Not Including Referee)

- No. Yellow Card

- Time Out – 2 Minutes. - Player sits out for a short period to get coaches feedback on foul play (Learning

opportunity). Red Card

- Yes. - Player is removed from the remainder of the game but must be replaced to keep equal

numbers. - Player removed is removed from the remainder of the tournament.

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Field of Play - Please allow at least 5 meters in between each field. No spectators are allowed inside

this 5-meter safety zone. Only coaches, substitute participants and medical staff are allowed in the safety zones during play.

U13 Field Size for Limited Numbers

(13V13) 40m wide X 60m long